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Frank Melchior

dblp:60/980 · DBLP profile ↗
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8ranked-venue papers
1as first author
1since 2021 · last 2023
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Audio and music processing · 79% Virtual and augmented reality · 21%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing
spatial audio
0.432018
An Audio-Visual System for Object-Based Audio: From Recording to Listening · IEEE Trans. Multim. 2018
Combining Wave Field Synthesis and Multi-Viewer Stereo Displays · VR 2006
Authoring and User Interaction for the Production of Wave Field Synthesis Content in an Augmented Reality System · ISMAR 2005
Audio and music processing
acoustic rendering
0.312018
An Audio-Visual System for Object-Based Audio: From Recording to Listening · IEEE Trans. Multim. 2018
Audio and music processing › spatial audio
sound field reproduction
0.212013
Spatial Sound With Loudspeakers and Its Perception: A Review of the Current State · Proc. IEEE 2013
Virtual and augmented reality › auditory perception › psychoacoustics
spatial audio perception
0.212013
Spatial Sound With Loudspeakers and Its Perception: A Review of the Current State · Proc. IEEE 2013
Audio and music processing › spatial audio › sound field reproduction
wave field synthesis
0.122006
Combining Wave Field Synthesis and Multi-Viewer Stereo Displays · VR 2006
Authoring and User Interaction for the Production of Wave Field Synthesis Content in an Augmented Reality System · ISMAR 2005
Audio and music processing › source separation
blind source separation
0.112018
An Audio-Visual System for Object-Based Audio: From Recording to Listening · IEEE Trans. Multim. 2018
Virtual and augmented reality
immersive interaction
0.112006
Combining Wave Field Synthesis and Multi-Viewer Stereo Displays · VR 2006
Virtual and augmented reality
augmented reality
0.112005
Authoring and User Interaction for the Production of Wave Field Synthesis Content in an Augmented Reality System · ISMAR 2005
Virtual and augmented reality › immersive display
multi-projector display
0.012006
Combining Wave Field Synthesis and Multi-Viewer Stereo Displays · VR 2006

Methods — techniques the papers use, named apart from their topics

blind source separation · 0.3binaural localization model · 0.3beamforming · 0.3perceptual study · 0.2user study · 0.1wave field synthesis · 0.1ARToolkit · 0.1
YearPublicationVenuePosition
2023 Effects of gender neutralization on the anthropomorphism of natural and synthetic voices
abstract
This study examines the impact of gender neutralization on the anthropomorphism of speech signals and is motivated by the need to find a computer-generated voice for our android robot Andrea. A filter was used to gender-neutralize recordings from natural and synthetic voices, which were then pre-tested for gender neutrality. The results of the main experiment showed that gender-neutral voices were less anthropomorphic than gender-specific voices, with the naturalness of the voice having a greater impact than gender neutralization itself. Synthetic voices were rated less anthropomorphic than natural voices, and the additional effect of gender neutralization was stronger for natural voices. Overall, anthropomorphism ranked highest for natural gender-specific voices, followed by natural gender-neutralized voices, synthetic gender-specific, and, finally, synthetic gender-neutralized voices. Gender of the participants had no significant impact. These findings have implications for the development of humanoid and social as well as android robots.
Johanna Magdalena Kuch, Frank Melchior, Christian Becker-Asano
RO-MAN2
2018 Exploring object-based content adaptation for mobile audio
abstract
Abstract Mobile devices enable users to consume media with audio content in a wide range of contexts, with environmental noise being present in many of these. Several methods exist that aim to improve the experience of mobile listening by utilising information about the environmental noise, such as volume and dynamic range adaptation. This paper explores a fundamentally different approach to improving the mobile listening experience by using the object-based audio paradigm, where individual audio sources are mixed in response to each specific listening context. Three experimental studies, containing both quantitative and qualitative aspects, are presented which investigate whether environmental noise influences preference of background-foreground audio object balance in a mix. The results indicate that environmental noise can influence the preferred audio mix and that the nature of the adaptations made is dependent upon both audio content and user. Additionally, qualitative analysis provides an understanding of the role of environmental noise on preferred audio mix. It is believed that the content adaptation method explored in this paper is a simple yet useful tool for adapting content to suit both the context and the user.
Tim Walton, Michael Evans, David S. Kirk, Frank Melchior
Pers. Ubiquitous Comput.4
2018 Correction to: Exploring object-based content adaptation for mobile audio
Tim Walton, Michael Evans, David S. Kirk, Frank Melchior
Pers. Ubiquitous Comput.4
2018 An Audio-Visual System for Object-Based Audio: From Recording to Listening
abstract
Object-based audio is an emerging representation for audio content, where content is represented in a reproduction-format-agnostic way and, thus, produced once for consumption on many different kinds of devices. This affords new opportunities for immersive, personalized, and interactive listening experiences. This paper introduces an end-to-end object-based spatial audio pipeline, from sound recording to listening. A high-level system architecture is proposed, which includes novel audio-visual interfaces to support object-based capture and listener-tracked rendering, and incorporates a proposed component for objectification, that is, recording content directly into an object-based form. Text-based and extensible metadata enable communication between the system components. An open architecture for object rendering is also proposed. The system's capabilities are evaluated in two parts. First, listener-tracked reproduction of metadata automatically estimated from two moving talkers is evaluated using an objective binaural localization model. Second, object-based scene capture with audio extracted using blind source separation (to remix between two talkers) and beamforming (to remix a recording of a jazz group) is evaluated with perceptually motivated objective and subjective experiments. These experiments demonstrate that the novel components of the system add capabilities beyond the state of the art. Finally, we discuss challenges and future perspectives for object-based audio workflows.
Philip Coleman, Andreas Franck, Jon Francombe, Qingju Liu, Teófilo Emídio de Campos, Richard J. Hughes 0001, Dylan Menzies, Marcos F. Simón Gálvez, James Woodcock, Philip J. B. Jackson, Frank Melchior, Chris Pike, Filippo Maria Fazi, Trevor J. Cox, Adrian Hilton 0001
IEEE Trans. Multim.12
2016 Next generation audio system assessment using the multiple stimulus ideal profile method
abstract
With the development of so-called next generation audio systems the question of evaluation of such immersive or object-based systems is of large interest for the industry. This paper presents the multiple stimulus ideal profile method for the practical assessment of next generation sound systems. The approach takes best practices from a number of different well-recognised methods as well as some novel ones from other industries. The paper presents the method as well as the initial results of the test using specially designed test items to investigate the characteristics of the method. Practical experiences in two labs with different listener groups and statistical analysis will be discussed in detail.
Nick Zacharov, Chris Pike, Frank Melchior, Thierry Worch
QoMEX3
2013 Spatial Sound With Loudspeakers and Its Perception: A Review of the Current State
abstract
This paper reviews the current state of loudspeaker-based spatial sound reproduction methods from technical perspective as well as perceptual perspective. A nomenclature is developed that allows for a strict separation between these two perspectives. The physical fundamentals, practical realization, and results from perceptual studies are discussed for a number of well-established and emerging reproduction techniques. Further, the paper outlines novel approaches to spatial sound evaluation in terms of perceived quality and provides a comparison of current approaches.
Sascha Spors, Hagen Wierstorf, Alexander Raake, Frank Melchior, Matthias Frank 0003, Franz Zotter
Proc. IEEE4
2006 Combining Wave Field Synthesis and Multi-Viewer Stereo Displays
abstract
We present our experiences of combining wave field synthesis audio with a projection-based multi-viewer stereo display. Wave field synthesis is able to simulate spatial sound sources of various kinds without the need for headphones or user tracking. Multi-viewer systems support multiple tracked users with individual perspectively correct stereoscopic images. The combination of both approaches allows the consistent display of virtual objects and spatial audio sources for multiple participants. First impressions with two application scenarios confirm that sound sources can be quite well located in space by each user. The system allows the creation of sound sources attached to virtual objects, which can be moved around in real-time without perceivable latency. In addition users appreciated the possibility of natural communication while they were exploring the audio-visual scenarios.
Jan P. Springer, Christoph Sladeczek, Martin Scheffler, Jan Hochstrate, Frank Melchior, Bernd Fröhlich 0001
VR5
2005 Authoring and User Interaction for the Production of Wave Field Synthesis Content in an Augmented Reality System
abstract
Wave field synthesis (WFS) enables the accurate reproduction of a sound field for a large listening area with correct characteristics for each listener position. An exact perspective on the synthesized wave field is provided for every listener. Therefore, WFS-technology is ideally suited to be combined with augmented reality systems, where every user perceives his own visual perspective of a given scene. This work presents a concept for authoring and user interaction for the production of wave field synthesis content in an augmented reality system. Also, the implementation of a prototype WFS-AR system based on ARToolkit is explained.
Frank Melchior, Tobias Laubach, Diemer de Vries
ISMAR1